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About Triel SiadonStats for Triel's phantom may be found here. ---------------------
Racial Traits:
Daylight Adaptation: Some drow with a hint of other racial heritages spend significant time on the surface and maintain their darkvision, but no longer have the light blindness trait. This racial trait replaces spell resistance.
Drow Immunities: Drow are immune to magic sleep effects and gain a +2 racial bonus on saving throws against enchantment spells and effects. Keen Senses: Drow gain a +2 racial bonus on Perception checks. Poison Use: Drow are skilled in the use of poison and never risk accidentally poisoning themselves. Spell-Like Abilities: A drow can cast dancing lights, darkness, and faerie fire, each once per day, using her total character level as her caster level. Weapon Familiarity: Drow are proficient with the hand crossbow, rapier, and short sword. Class Features:
Emotional Spellcasting: A fractured mind’s ability to cast spells is tied to the force of her own spirit rather than her connection to the spirit world. As a result, she uses her Charisma score rather than her Wisdom score to determine the highest spell level she can cast, the saving throw DCs of spells she casts, and her bonus spells per day. This ability alters spellcasting.
Spells: A spiritualist casts psychic spells drawn from the spiritualist spell list. She can cast any spell she knows without preparing it ahead of time, assuming she has not yet used up her allotment of spells per day for the spell’s level. To learn or cast a spell, a spiritualist must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a spiritualist’s spell equals 10 + the spell level + the spiritualist’s Charisma modifier. A spiritualist can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table 1–9: Spiritualist. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table 1–3 on page 17 of the Pathfinder RPG Core Rulebook). A spiritualist’s selection of spells is limited. A spiritualist begins play knowing four 0-level spells and two 1st-level spells of the spiritualist’s choice. At each new spiritualist level, she learns one or more new spells as indicated on Table 1–10: Spiritualist Spells Known. Unlike her number of spells per day, the number of spells a spiritualist knows does not affect her Wisdom score. The numbers on Table 1–10 are fixed. Upon reaching 5th level, and at every third spiritualist level thereafter (8th, 11th, and so on), a spiritualist can learn a single new spell in place of one she already knows. In effect, the spiritualist loses the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least 1 level lower than the highest-level spiritualist spell she can cast. A spiritualist can swap out only a single spell at any given level and must choose whether or not to swap the spell at the same time that she gains new spells known for the level. Knacks: A spiritualist learns a number of knacks, or 0-level psychic spells, as noted on Table 1–10 under Spells Known. These spells are cast like any other spell, but they can be cast any number of times per day. Knacks prepared using another spell slot, because of metamagic feats applied to them, for example, consume spell slots as normal. Phantom: A spiritualist begins play with the aid of a powerful and versatile spirit entity called a phantom. The phantom forms a link with the spiritualist, who forever after can either harbor the creature within her consciousness or manifest it as an ectoplasmic or incorporeal entity. A phantom has the same alignment as the spiritualist, and it can speak all the languages its master can. A spiritualist can harbor her phantom in her consciousness (see the shared consciousness class feature on page 73), manifest it partially (see the bonded manifestation class feature on page 74), or fully manifest it. A fully manifested phantom is treated as a summoned creature from the Ethereal Plane, except it is not sent back to the Ethereal Plane until it is reduced to a negative amount of hit points equal to or greater than its Constitution score. A spiritualist can fully manifest her phantom through a ritual that takes 1 minute to perform. When the phantom is fully manifested, the spiritualist can change the form of the phantom’s manifestation (either from ectoplasmic to incorporeal or vice versa) as a full-round action that provokes attacks of opportunity. When the phantom manifests, its hit points are unchanged from the last time it manifested, unless the phantom was slain and returned to the Ethereal Plane; in this case, the phantom manifests with half its maximum number of hit points. The phantom does not heal naturally, and can be healed only with magic or by being tended to with the Heal skill while fully manifested in ectoplasmic form. The phantom stays fully manifested until it is either returned to the spiritualist’s consciousness (a standard action) or banished to the Ethereal Plane. If the phantom is banished to the Ethereal Plane, it can’t return to the spiritualist’s consciousness or manifest again for 24 hours. While fully manifested, a phantom can’t be returned to the Ethereal Plane by means of dispel magic, but spells such as dismissal and banishment work normally. Whenever the spiritualist is unconscious or asleep, the phantom immediately returns to the spiritualist’s consciousness. If the spiritualist dies, the phantom is returned to the Ethereal Plane, and can’t return to the spiritualist’s consciousness until 24 hours after the spiritualist is brought back to life. A phantom can’t be dismissed or banished (by a spell or any other similar effect) while it resides in the spiritualist’s consciousness, as the phantom is protected from such effects by the power of the spiritualist’s psyche. Fully manifested phantoms can wear armor and use items (though not wield weapons) appropriate to their forms. Any items worn, carried, or held by a phantom are dropped when the phantom returns to the spiritualist’s consciousness, and must be retrieved and donned anew if the phantom wishes to use them when it fully manifests in the future. Phantoms are self-involved, even jealous, creatures that do not play well with other summoned companions. A phantom refuses to manifest (either fully or as part of a bonded manifestation; see Bonded Manifestation on page 74) in the presence of an eidolon or shadow summoned by the phantom’s master. Furthermore, if a phantom is manifested when such a creature is summoned, it immediately retreats into its spiritualist’s consciousness, and will not manifest again until the eidolon or shadow is dismissed. A fully manifested phantom’s abilities, feats, Hit Dice, saving throws, and skills are tied to the spiritualist’s class level and increase as the spiritualist gains levels. See the Phantoms section starting on page 78 for more information. Shared Consciousness (Su): At 1st level, while a phantom is confined in a spiritualist’s consciousness (but not while it’s fully manifested or banished to the Ethereal Plane), it grants the spiritualist the Skill Focus feat in two skills determined by the phantom’s emotional focus, unless the spiritualist already has Skill Focus in those skills. It also grants a +4 bonus on saving throws against all mind-affecting effects; at 12th level, this bonus increases to +8. Lastly, once per day, when the spiritualist fails a saving throw against a mind-affecting effect, as an immediate action she can shunt that effect into the phantom’s section of her consciousness instead. When she does so, she is not affected by the mind-affecting effect, but for the normal duration of that effect, the spiritualist loses the bonuses on saving throws against mind-affecting effects and the Skill Focus effects granted by her phantom, and can’t use this ability to shunt a mind-affecting effect into the phantom’s consciousness or manifest her phantom in any way. When a mind-affecting effect is shunted into the phantom’s consciousness, spells such as dispel magic and break enchantment can be cast on the spiritualist to end the effect’s duration as if the spiritualist were affected by the mind-affecting effect. Etheric Tether (Su): At 1st level, a spiritualist can force the phantom to manifest in an area around her by pushing the phantom’s consciousness though the veil of ethereal essence, allowing it to fully manifest in either ectoplasmic or incorporeal form. Whenever her manifested phantom takes enough damage to send it back to the Ethereal Plane, as a reaction to the damage, the spiritualist can sacrifice any number of her hit points without using an action. Each hit point sacrificed in this way prevents 1 point of damage dealt to the phantom. This can prevent the phantom from being sent back to the Ethereal Plane. This tether is limited. When the phantom is fully manifested, it and the spiritualist must remain within 50 feet of one another for the phantom’s manifestation to stay stable with little to no concentration on the part of the spiritualist. The spiritualist can stretch the limited tether, but only when the phantom is in ectoplasmic form. When a spiritualist starts her turn and her ectoplasmic phantom is more than 50 feet away from her (but closer than 100 feet), the spiritualist must concentrate on the link as a full-round action that provokes attacks of opportunity or the ectoplasmic phantom immediately returns to the Ethereal Plane and cannot be summoned from that plane for 24 hours. This concentration can be interrupted as if it were a spell. Treat this effect’s spell level as equal to 1 + 1 per 10 feet farther than 50 feet that the phantom is from the spiritualist (maximum spell level 6th). If the tether is interrupted or the check fails, the phantom immediately snaps back into the consciousness of its spiritualist master. If the ectoplasmic phantom is ever more than 100 feet away from its spiritualist, or the incorporeal phantom is ever 50 feet away from the spiritualist or outside of line of effect from the spiritualist for more than 1 round per spiritualist level the spiritualist possesses, the tether is automatically broken; the phantom immediately returns to the Ethereal Plane and can’t be summoned from that plane for 24 hours. Bonded Senses (Su): At 2nd level, as a standard action, a spiritualist can share the senses of her manifested phantom, hearing, seeing, smelling, tasting, and feeling everything her phantom does. She can use this ability a number of rounds per day equal to her spiritualist level, but those rounds do not need to be consecutive. There is no maximum range for this effect, but the phantom and the spiritualist must be on the same plane. The spiritualist can end this effect as a free action. Bonded Manifestation (Su): At 3rd level, as a swift action, a spiritualist can pull on the consciousness of her phantom and the substance of the Ethereal Plane to partially manifest aspects of both in her own body. When she does, she uses this bonded manifestation to enhance her own abilities while the phantom is still bound to her consciousness. For the spiritualist to use this ability, the phantom must be confined in the spiritualist’s consciousness; it can’t be manifested in any other way. During a bonded manifestation, the phantom can’t be damaged, dismissed, or banished. A spiritualist can use bonded manifestation a number of rounds per day equal to 3 + her spiritualist level. The rounds need not be consecutive. She can dismiss the effects of a bonded manifestation as a free action, but even if she dismisses a bonded manifestation on the same round that she used it, it counts as 1 round of use. When a spiritualist uses this ability, she must choose either ectoplasmic or incorporeal form. When she makes this choice, she gains all of the abilities based on the form she chooses and her spiritualist level. Ectoplasmic Bonded Manifestation: When a spiritualist uses this ability and chooses ectoplasmic form, she gains an ectoplasmic shield that protects her without restricting her movement or actions. She gains a +4 shield bonus to Armor Class; this bonus applies to incorporeal touch attacks. The ectoplasmic shield has no armor check penalty or arcane spell failure chance. At 8th level, the spiritualist also sprouts a pair of ectoplasmic tendrils from her body. Once per round as either a swift or a standard action (spiritualist’s choice), the spiritualist can use one or both tendrils to attack creatures within her melee reach (using the attack bonus and damage dice of her ectoplasmic manifested phantom) or to manipulate objects. She can even use that action to have one tendril make an attack and the other manipulate an object, as long as that object can be manipulated with one hand. At 13th level, the phantom’s ectoplasm clings to the spiritualist like a suit of armor. This grants the spiritualist a +6 armor bonus to AC without imposing an armor check penalty, an arcane spell failure chance, or any reduction in speed. At 18th level, the spiritualist can take a full-round action to attack all creatures within her melee reach with her tendrils (using the attack bonus and damage dice of her ectoplasmic manifested phantom). When she does, she rolls the attack roll twice, takes the better of the two results, and uses that as her attack roll result against all creatures within her melee reach. If the better attack roll threatens a critical hit, the spiritualist chooses one target that she hit to confirm the critical hit against. The other attacks that hit are considered normal hits rather than critical threats. Incorporeal Bonded Manifestation: When a spiritualist uses this ability and chooses incorporeal form, she becomes shrouded in a haze of insubstantial mist, granting her concealment against ranged attacks. At 8th level, the spiritualist can better affect incorporeal creatures with melee attacks; her unarmed strikes and melee weapon attacks are treated as if they had the ghost touch magic weapon special ability. At 13th level, the spiritualist can take a standard action to become invisible (as the invisibility spell) the start of her next turn. At 18th level, the spiritualist gains the incorporeal subtype and a fly speed of 30 feet (good) while using this form of bonded manifestation. Spiritual Interference (Ex or Su): At 4th level, whenever a spiritualist is within the reach of her ectoplasmic manifested phantom, she gains a +2 shield bonus to her Armor Class and a +2 circumstance bonus on her saving throws. She doesn’t gain these bonuses when the ectoplasmic manifested phantom is grappled, helpless, or unconscious. A spiritualist within 30 feet of her incorporeally manifested phantom receives a +2 circumstance bonus on saving throws against mind-affecting effects. This bonus is a supernatural ability and does not apply if the phantom is unconscious. Phantom Recall (Su): At 6th level, as either a swift or an immediate action, a spiritualist can call her manifested phantom to her side or back into her consciousness. This ability functions as dimension door, using the spiritualist’s class level as the caster level. When the spiritualist calls the phantom in this way, the phantom appears adjacent to the spiritualist (or as close as possible, if all adjacent spaces are occupied). Emotional Power (Sp): The fractured mind gains a number of spell-like abilities, which are tied to her phantom’s emotional focus. She gains one spell-like ability at 5th level, a second at 7th level, a third at 9th level, and a fourth at 16th level. A fractured mind can use each of these abilities once per day, plus one additional time per day for every 4 spiritualist levels she possesses beyond the level at which she gained the spell-like ability. The saving throw DCs for these spell-like abilities are equal to 10 + 1/2 the fractured mind’s spiritualist class level + the fractured mind’s Charisma modifier, rather than being based on the spell’s level. The spell-like abilities granted by each emotional focus are listed below. Dedication: Command (5th), spiritual weapon (7th), bless (9th), death ward (16th). Ashava's Blessing:
The next time somebody under the effect of Ashava's blessing fails a saving throw against any spell or effect created by an incorporeal undead creature, the character momentarily glows with silver light and is treated as if she had succeeded at that saving throw instead. In addition, that character gains the benefit of a sanctuary spell (CL 20th) against the attacking undead creature. A character that ever willingly takes part in the creation of an undead creature loses Ashava's blessing. --------------------- Background --------------------- Zirnakaynin is often called ‘The Last Home of the Elves’ by its drow masters—and indeed, it is the centre of drow civilization throughout the Darklands. It is home to twelve major noble families, with countless smaller ones serving as vassals beneath them—each of them scheming to get ahead of their rivals by any means possible, no matter how depraved or reprehensible. One such relationship exists between House Misraria and House Siadon. Misraria is a noble line known for its spies, assassins and devotion to the demon lord Nocticula. As of late, their matron mother has been unable to sire a female heir, and so she was forced to turn to other means of continuing the family line the way she wished. To that end, she forged an alliance with House Siadon—once a minor aristocratic family of no great notability, now the chosen recruitment ground for the Matron of Shadows. Triel is the third-born daughter of House Siadon, and the older of two fraternal twins. While she lacked the prodigious strength and cold demeanour of her oldest sister Qilué, the fanatical devotion to Nocticula that her older sister Talice possessed and the survival skills of her twin brother Vindir, she made up for it with her aptitude for political negotiations and deception. As such, she was given the responsibility of making and breaking alliances with the rest of Zirnakaynin’s aristocracy—and to clean up after her sisters’ political messes. Playing babysitter for her older, less restrained siblings was a thankless task for Triel, but it was one she was uniquely suited to—and excelled at. It was obvious to the rest of the family that she was being groomed to assume the role of House Misraria’s heir; it was also obvious that the only one who genuinely appreciated that fact was Vindir. Qilué and Talice were quite bitter over the fact that despite their seniority, Triel was the one getting what they felt was special treatment. It was during this time that Triel was approached by an agent of House Misraria—or, so they claimed. She praised Triel for her deft handling of House Siadon’s many alliances and her elder sisters’ social ‘mishaps’ (to put it politely). It was one of the only times Triel had ever received any appreciation for her efforts—and as such, it was quite easy for the agent to talk her into joining the Cult of the Redeemer Queen. The cult was a splinter faith of Misraria’s worship of Nocticula, but their devotion was rewarded with much the same power. Once Triel joined, Vindir followed suit, and both were sworn to keep the existence of the cult a secret. Alas, the cult would not remain a secret for long. Feeling a great deal of resentment towards the favoritism given to Triel, Qilué and Talice worked together for the first time to track their wayward sibling down. With Nocticula’s blessing, they slaughtered their way through the entire cult, with only Triel managing to escape alive. With her heretical beliefs out in the open, Triel was marked for death by both her own family and the betrayed House Misraria—and so she was forced to grab what supplies she could and flee to the surface. It was during her trek to the surface that she was visited by a familiar face—the phantom of her twin brother, still bearing the wound that Qilué carved into his chest. The sheer trauma of Vindir’s death, combined with the deaths of so many others, had caused him to manifest as a phantom that would never stray far from his twin sister’s side. Together, they reached the surface and eventually found a town to hide out in—the town of Roderic’s Cove. ---------------------
A childhood spent raised in the cutthroat society of Zirnakaynin’s aristocracy has instilled in Triel a deep sense of paranoia, along with a talent for deception and reading people. She goes out of her way to learn as many customs of other peoples and countries as she can, more out of a desire to effectively manipulate them than to engage them. That being said, she’s capable of remarkable sincerity when the situation calls for it—and considering her exile to the surface, the ability to deal both honestly and dishonestly with others has served her well. She has a soft spot for those who are, for one reason or another, seen as misfits and outcasts—a fondness that developed after following the heretical Cult of the Redeemer Queen for many years. She’s only recently discovered her powers as a spiritualist, and as such will need to spend some time doing research in order to effectively use them.
(Faith) Heretic’s Caution: +1 to Bluff checks; increases to +3 vs. religious authorities. (Social) Friend in Every Town: +1 to Knowledge (Local) and Diplomacy checks; Diplomacy is a class skill. (Drawback) Paranoid: Aid Another checks to help Triel are made against DC 15 instead of DC 10. ---------------------
Background Skills
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Money: 2,856.50 GP +284 GP + 1000 GP = 4140.5 GP - 4105 GP = 35.5 GP Carrying Capacity: Current Load: ---------------------
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